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Gamification of cognitive rehabilitation

  • Upper-Silesian Rehabilitation Center ‘Repty’
  • Silesian University of Technology

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review

3 Citations (Scopus)

Abstract

Mobile applications have been introduced in the field of e-health for several years. The aim of this studies was the gamification of exercises used in the process of cognitive rehabilitation. Selected game elements have been incorporated to the mobile application. Then, three methods of evaluation was proposed: a questionnaire, the MMSE test, and a new universal factor independent on the exercise type. The factor allows the therapist to monitor and compare the progression in the rehabilitation. Pilot studies are finished, but the effect of gamification must be verified for a larger number of patients in longer time, because at present it cannot be unambiguously determined a positive influence of the gamification.

Original languageEnglish
Title of host publicationComputers Helping People with Special Needs - 16th International Conference, ICCHP 2018, Proceedings
EditorsKlaus Miesenberger, Georgios Kouroupetroglou
PublisherSpringer Verlag
Pages280-283
Number of pages4
ISBN (Print)9783319942766
DOIs
Publication statusPublished - 2018
Event16th International Conference on Computers Helping People with Special Needs, ICCHP 2018 - Linz, Austria
Duration: 11 Jul 2018 → 13 Jul 2018

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume10896 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference16th International Conference on Computers Helping People with Special Needs, ICCHP 2018
Country/TerritoryAustria
CityLinz
Period11/07/18 → 13/07/18

Keywords

  • Cognitive impairment
  • Gamification
  • Mobile application
  • Rehabilitation

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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